Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.0.0)  (Read 468207 times)

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« Reply #575 on: 2016-02-29 16:27:07 »
Sometimes opcodes are not fully implemented on the PC version, for example you can't remove materia and a special fade in a cut scene at nibelheim is different on the PC version.

The hide and show background states are compatible, but they are not working for that map properly.  The preview window looks fine, but in game it simply isn't doing what it should on that map.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« Reply #576 on: 2016-02-29 21:53:39 »
1. When changing model and animation, the new model does not show up in the preview window.  You have to close and reopen the flevel. This happened to me while removing an item bag and replacing it with a red materia on map anfrst_2 (complete with correct anim).

2. Walkmesh Gateway shows X Y ID for Destination Point.  This would be better as X Y T (for triangle). Less confusion.

3. 'Show 3D models' option in Walkmesh is always ticked when Makou is opened.  Makou doesn't remember user preference.

4. I'd personally remove the Save icon from the tool bar.  It can be clicked by accident very easily.  I've done it :P

5. Akao and Akao2

Argument 7 decides the action.  Argument 7 currently shows numbers rather than their operation.  For example, 192 should be "set music volume" in the drop down menu / argument text.

Parameter 1-5 (argument 8 to 12) also need renaming. For example, Argument 8 /Parameter 1 is Volume.  Its maximum is 127 when setting absolute volume (although, for some reason, 255 is used in some places - perhaps by accident?). 

When playing a sound effect, Argument 8 is the volume and Argument 9 is the ID of the effect.

Argument 7 should be renamed "Operation" or something similar.

Are arguments 1-6 used for setting values based on mem addresses? If not, they can be hidden.  I don't think they're ever used in FF7?

I am not sure how Akao and Akao2 differ?   They look exactly the same in their functionality.

6. Language.

It may be better if I look at the source code and change it myself rather than trying to explain every small English niggle.

7. When selecting "find script > opcode" - makou no longer automatically selects the correct opcode you have highlighted in the script window.

8. Feature request: Archive manager to import more than one file at a time?

9. Feature request: "Recently opened" list on file menu.

10. Should not be able to add more than 0-15 Field models to one map.  Anything over this will likely cause a crash or just be ignored.  Maximum model ID is 15 (this is seen very rarely; for example, in cos_btm). There will be limits to location lines and so on, as well, but I don't know what they are.

I started to fix/implement your requests, I think it can be done for the 1.7.0 release. Except for "6. Language", this is on your side :)

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« Reply #577 on: 2016-03-01 21:18:11 »
Explain to me how the background Z values / data is different in PSX and PC.  And where are the Z values in PC?  Is it possible to add option to change manually?  Perhaps then I can test better.

Also on akao.... leave argument 8 etc with maximum 255.  I am going to do some serious testing with it soon and find out exactly what's going on.  Parts of the game do use 255... so I guess it has to be left as that.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« Reply #578 on: 2016-03-01 21:31:33 »
Z values are in each tile. It is hard to test, but you can see standard Z values (used in PS version) on the new "Sections" tab in the background viewer (select a section to see the Z-value in the field below). And for the strange PC Z value, I cannot show it easily... almost each tile in layer 1 have a different value.

I modified the editor for AKAO to display the list of "operations". AKAO is different to AKAO2, because the first param is 8-bit, instead of 16-bit. It is possible that affect vars too, but like you said AKAO is never used with variables.

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« Reply #579 on: 2016-03-01 21:38:51 »
is akao2 ever used with vars?

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« Reply #580 on: 2016-03-01 21:40:07 »
As I know, no.

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« Reply #581 on: 2016-03-01 21:48:37 »
I think it was added in case... but it really is redundant, because sounds and musics can always be set based on "if" statements.  I can't think of a time where you'd want the parameters set using vars.  It would become very confusing, very fast.

Perhaps it's best to just skip argument 1-6 and hide them - or give an option to show them?  They seem to just get in the way.

DynamixDJ

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« Reply #582 on: 2016-03-02 22:52:24 »
If it's possible, could you increase the character limit within the Variable Manager from 50 to say, 60? it would really help me to map out each bit of every variable, without it looking like a convoluted mess on the screen.

sithlord48

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« Reply #583 on: 2016-03-03 12:31:08 »
how does a limit of 255 sound?

and done : https://github.com/myst6re/makoureactor/pull/42

DynamixDJ

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« Reply #584 on: 2016-03-03 21:29:59 »
Thanks! Now I can make:

$1~36 [0HiP 1EcS 2Ptn 3Eth 4HiP 5Ptn 6Ptn 7HiP]

Appear as

$(1~36) [0~HiP 1~EcS 2~Ptn 3~Eth 4~HiP 5~Ptn 6~Ptn 7~HiP]

Still looks a mess on screen, but much less of a mess than previously; I can definitely work with this, although I'll probably end up changing the visual format again at some point!

Much obliged

sithlord48

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« Reply #585 on: 2016-03-04 19:45:33 »
@ DynamixDj . i have some notes from my run thru of the vars (mostly looking at the field items) they might be of use to you . you can view them here https://drive.google.com/open?id=0BxqH9L8_Qubjak1SMzVoUDRyeEk

DynamixDJ

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« Reply #586 on: 2016-03-04 21:34:52 »
Hey Sithlord, thanks for that, it'll definitely come in handy. I like how you've noted which field scripts the events/item occurs on. Naturally I'm currently using the savemap that you referred me to a while back as my bible, however there are many blanks, and a few in-corrections. Obviously I can work out for myself what's happening by staring at Mk Rc long enough, but it's nice to have a 2nd reference; I intend to create my own savemap and stick it in my guide.
« Last Edit: 2016-03-04 21:37:34 by DynamixDJ »

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #587 on: 2016-03-05 17:12:51 »

Changelog:
  • Main layout changes: allow dynamic resizing of the field list and the background preview.
  • Script Editor: Some group script icons was missing for a few versions, there are back.
  • Text and Script Editors: Update used texts when scripts have changed.
  • Script var search: Search by bank when setting the address value to -1.
  • Script var search: new search operators (thanks to Œil de Nuit).
  • New feature: broken backgrounds can be repaired on the background viewer (PC version: lastmap and fr_e partially).
  • Model loader Editor: Changing animation names has no effect (reported by DLPB).
  • Model loader Editor: Fixing display error when removing a model.
  • Background Viewer: Adding Layer 1 sections tab.
  • Background Viewer: Zooming feature (CTRL + wheel) and background autosizing (thanks to Sithlord48).
  • Walkmesh Editor: Fixing 3D Model display & orientation bug.
  • Some changes for HiDPI devices (thanks to Sithlord48).
  • Configuration: autosave sorting order for field list (proposed by DLPB).
  • New recent files menu.
  • Background PS -> PC: Fixing a crash.
  • Disabled doors/gateways/arrows are now displayed in grey in lists.
  • Adding help message to understand bank mechanism.
  • Makou Reactor can be compiled with Qt 5 and MSVC.
  • Many changes for the open source community. (Translating source code strings to English -thanks Sithlord48-, adding Travis and a README file)

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #588 on: 2016-03-06 19:40:02 »
Might be some serious issue with your archive importer. I deleted Lastmap then added a new Lastmap - and all other fields are broken.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #589 on: 2016-03-07 17:48:53 »
Okay, I'll find why. :(

Edit: I can't reproduce...
« Last Edit: 2016-03-07 18:30:32 by myst6re »

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #590 on: 2016-03-07 20:40:57 »
Hmmm  well, it def did it with me.  I think did it with Spy_Dragon too.  Weird.  Anyway, I keep backups of everything in multiple places.  So I am not planning on suing.  :-D

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #591 on: 2016-03-07 21:25:41 »
I tried to remove a field and add a different file (with different size) and save, I also tried to remove, save and add, save.
If it happened, is that the bug exists. Is it appeared with v1.7.0? With the beta? Before?

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #592 on: 2016-03-07 21:31:43 »
The latest release above 1.7.  I removed LastMap, Added new.  Saved.,  And then all other fields were empty.  I will try to do it again and send you the file and the flevel

genesis063

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #593 on: 2016-03-08 00:19:23 »
I had a similar issue with older ones as well.  If I remember what caused it i'll edit this post.

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #594 on: 2016-03-10 05:53:52 »
Also, Expand all lines by default is not working properly.  When I switch away from a script / talk etc, some lines close off again. Haven't tested much, but certainly you can see this on talk script

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #595 on: 2016-03-11 10:24:05 »
Is it normal that junonl2 starts at background parameter 16?  Is that just how they did it?

spy__dragon

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #596 on: 2016-03-11 10:47:11 »
Hi, I have a problem... I don't get how to solve on psx version in the field junbin4.
I removed Barret from party while is hadcuffied and Cait Sith fights alone. After battle, I added again Barret but it doesn't display his model. I tried to display his model in the script but I don't get it.

This fix I did if it works proplery in PC version. Does have a problem in psx version about the command remove and add party members?

genesis063

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #597 on: 2016-03-12 01:49:30 »
I unfortunately I have bad news.  The model bug has just popped up for me.  It came out of nowhere it was working correctly now just out of the blue they stopped moving then tried to reopen and then it overlap each other again.

vayneruel

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #598 on: 2016-03-12 09:27:26 »
I have the same problem spy_dragon, i solved this when the battle ends jump to other map and then jump to the first map, the field models appears.

spy__dragon

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #599 on: 2016-03-12 10:01:53 »
That method is a mess in my point of view because you need more scripts to come back and come back again in the same place.